Search found 24 matches
- Tue Aug 14, 2007 10:40 am
- Forum: Beginners Help
- Topic: Full Screen to Windowed
- Replies: 3
- Views: 480
- Fri Aug 10, 2007 2:53 am
- Forum: Project Announcements
- Topic: Lighted FPS [3D Horror Game]
- Replies: 31
- Views: 12358
- Thu Aug 09, 2007 4:25 pm
- Forum: Project Announcements
- Topic: Lighted FPS [3D Horror Game]
- Replies: 31
- Views: 12358
- Wed Aug 08, 2007 8:04 am
- Forum: Beginners Help
- Topic: how to use m2 model ?
- Replies: 0
- Views: 290
how to use m2 model ?
Hi,
i have gotten some m2 model files from wow. But i donot know how to use them . So can somebody tell me how to use thme ? Or is there some importers that can import m2 file and then export them to other model format ?
Thank you .
i have gotten some m2 model files from wow. But i donot know how to use them . So can somebody tell me how to use thme ? Or is there some importers that can import m2 file and then export them to other model format ?
Thank you .
- Tue Aug 07, 2007 1:33 am
- Forum: Beginners Help
- Topic: Draw 3D Line Color Incorrect
- Replies: 4
- Views: 1591
- Fri Aug 03, 2007 7:03 pm
- Forum: Advanced Help
- Topic: IGUIButton::setImage doesnot work on old computer !
- Replies: 1
- Views: 469
IGUIButton::setImage doesnot work on old computer !
Hi,
i 'm using Irrlicht 1.3 . And in my project i created a button , and i set a texture to it so that it to be an image button .
button->setImage( resMgr->mGUIButtonS );
button->setPressedImage( resMgr->mGUIButtonP );
button->setUseAlphaChannel( true );
button->setDrawBorder( false ...
i 'm using Irrlicht 1.3 . And in my project i created a button , and i set a texture to it so that it to be an image button .
button->setImage( resMgr->mGUIButtonS );
button->setPressedImage( resMgr->mGUIButtonP );
button->setUseAlphaChannel( true );
button->setDrawBorder( false ...
- Fri Aug 03, 2007 1:09 pm
- Forum: Code Snippets
- Topic: New GUI skin [update: new skins, support for 1.5/1.6]
- Replies: 112
- Views: 85283
- Fri Aug 03, 2007 9:41 am
- Forum: Code Snippets
- Topic: New GUI skin [update: new skins, support for 1.5/1.6]
- Replies: 112
- Views: 85283
- Fri Aug 03, 2007 8:53 am
- Forum: Code Snippets
- Topic: New GUI skin [update: new skins, support for 1.5/1.6]
- Replies: 112
- Views: 85283
- Fri Aug 03, 2007 4:39 am
- Forum: Beginners Help
- Topic: IGUIFont::getType question
- Replies: 0
- Views: 263
IGUIFont::getType question
Hi,
i found the font in irrlicht cannot be stretched. And when i search in the forum. I found the result.
That is becaues it's a bitmap font. OK, we can create a font from a texture or a xml file.
But when i check out the IGUIFont document, i found a function named getType . Then take a look at ...
i found the font in irrlicht cannot be stretched. And when i search in the forum. I found the result.
That is becaues it's a bitmap font. OK, we can create a font from a texture or a xml file.
But when i check out the IGUIFont document, i found a function named getType . Then take a look at ...
- Wed Aug 01, 2007 12:12 am
- Forum: Bug reports
- Topic: setPosition doesnot update bounding box ?
- Replies: 3
- Views: 947
- Tue Jul 31, 2007 5:11 pm
- Forum: Bug reports
- Topic: setPosition doesnot update bounding box ?
- Replies: 3
- Views: 947
setPosition doesnot update bounding box ?
Hi,
i found a strang problem . It's a problem about ISceneNode::setPosition and the scene node's bounding box . Maybe if you are familiar with Irrlicht, you already can guess what problem i 'm facing .
The problem is:
1.i add a scene node to the scene graph:
mNode = smgr ...
i found a strang problem . It's a problem about ISceneNode::setPosition and the scene node's bounding box . Maybe if you are familiar with Irrlicht, you already can guess what problem i 'm facing .
The problem is:
1.i add a scene node to the scene graph:
mNode = smgr ...
- Tue Jul 31, 2007 3:32 pm
- Forum: Beginners Help
- Topic: animated mesh's bounding box ?
- Replies: 4
- Views: 403
oh...nobody gave me a sure conclusion. So i suppose i am right.
@arras , of cource i can draw the bounding box for my mesh, in face i did it. And now i watched the box carefully, it seems the box really change its size. So i suppose i am right again .
@hybrid, yes i did . Again , the bounding box ...
@arras , of cource i can draw the bounding box for my mesh, in face i did it. And now i watched the box carefully, it seems the box really change its size. So i suppose i am right again .
@hybrid, yes i did . Again , the bounding box ...
- Tue Jul 31, 2007 8:06 am
- Forum: Beginners Help
- Topic: animated mesh's bounding box ?
- Replies: 4
- Views: 403
animated mesh's bounding box ?
Hi,
Just a simple question, i already have written some demo codes to demonstrate my conclusion. I just want to ask for your advice .
So , the question is , if an animated mesh doesnot move and also doesnot take any transformation, but it is animated. And does its bounding box change size by the ...
Just a simple question, i already have written some demo codes to demonstrate my conclusion. I just want to ask for your advice .
So , the question is , if an animated mesh doesnot move and also doesnot take any transformation, but it is animated. And does its bounding box change size by the ...
- Sun Jul 29, 2007 1:48 am
- Forum: Beginners Help
- Topic: how to create a visual plane ?
- Replies: 2
- Views: 344
bitplane, thank you . Before your post, i created a plane using
But i think your way is better . 
Code: Select all
ISceneNode *node = smgr->addCubeSceneNode( 10, 0, -1, vector3df( 0, 0, 0 ), vector3df( 0, 0, 0 ),
vector3df( 100.0f, 0.1f, 100.0f ) );